Rules:Statistics

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By themselves, Power Levels tell us very little about a character's fighting ability. Looking at them gives us little more than a general idea of how strong of an adversary the character can handle, and even in that respect, the measure can be highly inaccurate. When better detail is needed, characters in combat use statistics to determine the specifics of what they can do. There are several kinds of statistics. Each of them determines something different. Some statistics are directly opposed to others, meaning that one stat from an attacker may be compared with a different stat on an attacker to determine success. Some are derived statistics, which is to say that they are statistics figured from other statistics. Some statistics may not apply to every character.

A brief summary of statistics follow.

Speed Statistics

One realm of statistics are based on speed, and the ability of a character to adapt to speed. Speed scores are their own type of scores -- all statistics that work with speed use a speed score.

  • Speed is the main statistic, which indicates how quickly something moves, or can move.
  • Eyesight is the opposite of speed; this score determines how capable a person can detect something moving.
  • Sense is similar to eyesight in that it detects something that is moving. Unlike eyesight, it does not depends on the eyes, and can "see" in all directions at once.
  • Virtual Speed is a derivative of speed; used with the normal speed score, virtual speed determines how much skill and accuracy (or lack thereof) influence combat.

Power Statistics

The other major realm of statistics measures in force, and the ability of a character to be on its receiving end. Like speed, power statistics measure only in power.

  • Strength is a trait that usually becomes one or more of several sub-scores, which determine how power is being released.
    • Damage represents actual destruction and harm caused or causable to someone or something.
    • Concussive Force represents the pushing power behind something.
    • Subdual Force represents a drain (or damage, if you will) upon a character's stamina score.
  • Natural Charge determines the normal, baseline amount of damage a technique can cause, without charging.
    • Charge Rate represents the power normally invested into a technique by spending one post charging it.
    • Charge Capacity is the most you can normally charge into a technique, regardless of charge rate.
  • Durability is the score opposite of damage, representing how much abuse something can take before it is defeated or destroyed.
  • Stamina measures the amount of effort someone can sustain in combat, usually falling over time as strength is applied.
  • Concentration measures how much damage someone can take in any one post before any charging being performed in that post is interrupted.

Other Statistics

Most other statistics rely directly on power level numbers, and represent a variety of otherwise unaccounted things.

  • Gain Rate is the percentage that determines how much of an opponent's power levels a character gains from fighting them.
    • Gain Capacity is the percentage of each of a character's own power levels they can gain in a single day.
    • Passive Gain is the percentage based on the Gain Rate, which decides how much power a character gains when using Passive Training.
  • Control is a score that determines whether a particular technique or technique's effect will work on another character, based on a comparison of power levels.
    • Mental Resistance is a rarely noticed statistic that addresses how techniques that affect the mind work on a character.

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